結果
問題 | No.5015 Escape from Labyrinth |
ユーザー | 👑 platinum |
提出日時 | 2023-03-10 15:49:13 |
言語 | C++17 (gcc 12.3.0 + boost 1.83.0) |
結果 |
WA
|
実行時間 | - |
コード長 | 10,262 bytes |
コンパイル時間 | 2,982 ms |
コンパイル使用メモリ | 232,256 KB |
実行使用メモリ | 4,500 KB |
スコア | 0 |
最終ジャッジ日時 | 2023-04-15 11:30:47 |
合計ジャッジ時間 | 9,423 ms |
ジャッジサーバーID (参考情報) |
judge13 / judge16 |
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テストケース
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コンパイルメッセージ
main.cpp: 関数 ‘int main()’ 内: main.cpp:426:75: 警告: ‘gx’ may be used uninitialized [-Wmaybe-uninitialized] 426 | string path_to_goal = find_path(player.y, player.x, gy, gx); | ^ main.cpp:391:33: 備考: ‘gx’ はここで定義されています 391 | int sy, sx, ky, kx, gy, gx; | ^~ main.cpp:426:75: 警告: ‘gy’ may be used uninitialized [-Wmaybe-uninitialized] 426 | string path_to_goal = find_path(player.y, player.x, gy, gx); | ^ main.cpp:391:29: 備考: ‘gy’ はここで定義されています 391 | int sy, sx, ky, kx, gy, gx; | ^~ main.cpp:419:74: 警告: ‘kx’ may be used uninitialized [-Wmaybe-uninitialized] 419 | string path_to_key = find_path(player.y, player.x, ky, kx); | ^ main.cpp:391:25: 備考: ‘kx’ はここで定義されています 391 | int sy, sx, ky, kx, gy, gx; | ^~ main.cpp:419:74: 警告: ‘ky’ may be used uninitialized [-Wmaybe-uninitialized] 419 | string path_to_key = find_path(player.y, player.x, ky, kx); | ^ main.cpp:391:21: 備考: ‘ky’ はここで定義されています 391 | int sy, sx, ky, kx, gy, gx; | ^~ コンストラクタ ‘Player::Player(int, int, int)’ 内, inlined from ‘int main()’ at main.cpp:405:25: main.cpp:72:46: 警告: ‘sx’ may be used uninitialized [-Wmaybe-uninitialized] 72 | Player(int y, int x, int hp) : y(y), x(x), hp(hp){ | ^~~~ main.cpp: 関数 ‘
ソースコード
#include <bits/stdc++.h> using namespace std; const int grid_size = 60; const int max_hp = 1500; const int jewel_value = 10; int dy[4] = {-1, 1, 0, 0}; int dx[4] = {0, 0, -1, 1}; string dir = "UDLR"; void file_input(){ FILE *in = freopen("in/testcase_001.txt", "r", stdin); } void file_output(){ FILE *out = freopen("out/testcase_001.txt", "w", stdout); } // 探知機の情報 struct Enemy{ int y, x, d, num; bool destroyed; Enemy(int y, int x, int d, int num){ this->y = y, this->x = x, this->d = d; this-> num = num; destroyed = false; } }; // セルの情報の候補 enum class cell_status{ empty, wall, block, enemy, key, goal, fire, jewel, player, }; // セルの情報 struct Cell{ cell_status status; Enemy* e_pointer = nullptr; Cell(cell_status st = cell_status::empty) : status(st) {} }; int N, D, H, M; vector<Enemy> enemy; vector<string> S; vector<vector<Cell>> grid; vector<vector<int>> enemy_number; vector<string> ans; int turn = 0, number_of_actions = 0; // 範囲外かどうか bool range_out(int y, int x){ if(y < 0 || y >= grid_size) return true; if(x < 0 || x >= grid_size) return true; return false; } // プレイヤーの情報 struct Player{ int y, x; int hp, fire; int score; bool get_key, using_magic; Player(int y, int x, int hp) : y(y), x(x), hp(hp){ fire = 0; score = 0; get_key = false; using_magic = false; } int move(int k){ int ny = y + dy[k], nx = x + dx[k]; if(range_out(ny, nx)) return -1; if(grid[ny][nx].status == cell_status::wall || grid[ny][nx].status == cell_status::block || grid[ny][nx].status == cell_status::enemy){ return -1; } if(grid[ny][nx].status == cell_status::fire){ fire++; } else if(grid[ny][nx].status == cell_status::jewel){ score += jewel_value; } else if(grid[ny][nx].status == cell_status::key){ get_key = true; } y = ny; x = nx; return 0; } void damage(int d){ hp -= d; } }; // 方向を取得 int direction(char d){ for(int k = 0; k < 4; k++){ if(d == dir[k]) return k; } return -1; } // BFSによる経路探索 string find_path(int sy, int sx, int gy, int gx){ vector<vector<int>> dist(N, vector<int>(N, -1)); dist[sy][sx] = 0; queue<pair<int,int>> q; q.emplace(sy, sx); while(!q.empty()){ pair<int,int> p = q.front(); q.pop(); int y = p.first, x = p.second; for(int k = 0; k < 4; k++){ int ny = y + dy[k], nx = x + dx[k]; if(range_out(ny, nx)) continue; if(dist[ny][nx] != -1) continue; cell_status cell = grid[ny][nx].status; if(cell == cell_status::wall || cell == cell_status::enemy){ continue; } dist[ny][nx] = dist[y][x] + 1; q.emplace(ny, nx); } } string res; if(dist[gy][gx] == -1) return res; int now_y = gy, now_x = gx, now_d = dist[gy][gx]; while(now_y != sy || now_x != sx){ bool moved = false; for(int k = 0; k < 4; k++){ int new_y = now_y + dy[k], new_x = now_x + dx[k]; if(range_out(new_y, new_x)) continue; if(dist[new_y][new_x] != now_d - 1) continue; now_y = new_y, now_x = new_x; now_d--; res.push_back(dir[k^1]); moved = true; break; } assert(moved); } reverse(res.begin(), res.end()); return res; } // 一番近い宝石を取りに行く string get_jewel(Player &player){ vector<vector<int>> dist(N, vector<int>(N, -1)); int sy = player.y, sx = player.x; dist[sy][sx] = 0; queue<pair<int,int>> q; q.emplace(sy, sx); int gy = -1, gx = -1; while(!q.empty()){ pair<int,int> p = q.front(); q.pop(); int y = p.first, x = p.second; bool find_jewel = false; for(int k = 0; k < 4; k++){ int ny = y + dy[k], nx = x + dx[k]; if(range_out(ny, nx)) continue; if(dist[ny][nx] != -1) continue; cell_status cell = grid[ny][nx].status; if(cell == cell_status::wall || cell == cell_status::enemy){ continue; } dist[ny][nx] = dist[y][x] + 1; if(cell == cell_status::jewel){ gy = ny; gx = nx; find_jewel = true; break; } q.emplace(ny, nx); } if(find_jewel) break; } string res; if(gy == -1) return res; int now_y = gy, now_x = gx, now_d = dist[gy][gx]; while(now_y != sy || now_x != sx){ bool moved = false; for(int k = 0; k < 4; k++){ int new_y = now_y + dy[k], new_x = now_x + dx[k]; if(range_out(new_y, new_x)) continue; if(dist[new_y][new_x] != now_d - 1) continue; now_y = new_y, now_x = new_x; now_d--; res.push_back(dir[k^1]); moved = true; break; } assert(moved); } reverse(res.begin(), res.end()); return res; } // プレイヤーへのダメージ計算 int CalcDamage(int py, int px, int t){ int res = 1; for(int k = 0; k < 4; k++){ int y = py + dy[k], x = px + dx[k]; while(!range_out(y, x)){ if(grid[y][x].status == cell_status::wall || grid[y][x].status == cell_status::block){ break; } if(grid[y][x].status == cell_status::enemy){ if(t > 0 && t % grid[y][x].e_pointer->d == 0){ res += D; } break; } y += dy[k]; x += dx[k]; } } return res; } // 次の行動を決定 string DecideAction(char move_dir, Player &player, int t){ int y = player.y, x = player.x; t++; int j = direction(move_dir); if(grid[y+dy[j]][x+dx[j]].status == cell_status::block){ string action = "B "; action += move_dir; return action; } int stay_damage = CalcDamage(y, x, t); int move_damage = CalcDamage(y + dy[j], x + dx[j], t); if(move_damage == 1){ string action = "M "; action += move_dir; return action; } if(stay_damage == 1){ return "S"; } else{ for(int k = 0; k < 4; k++){ int ny = y + dy[k], nx = x + dx[k]; while(!range_out(ny, nx)){ if(grid[ny][nx].status == cell_status::wall || grid[ny][nx].status == cell_status::block){ break; } if(grid[ny][nx].status == cell_status::enemy && t % grid[ny][nx].e_pointer->d == 0){ if(player.fire > 0){ string move = "F "; move += dir[k]; return move; } else if(k != j && grid[y+dy[k]][x+dx[k]].status == cell_status::empty){ string move = "B "; move += dir[k]; return move; } break; } if(grid[ny][nx].status == cell_status::enemy){ break; } ny += dy[k], nx += dx[k]; } } } // 行動が決まらない場合 if(move_damage <= stay_damage){ string action = "M "; action += move_dir; return action; } else return "S"; } int Action(Player &player, string &query){ if(query[0] == 'S' || query[0] == '#') return 0; assert((int)query.size() == 3); int sy = player.y, sx = player.x; char c = query[0], d = query[2]; int k = direction(d); if(c == 'M'){ int res = player.move(k); if(res == -1) return -1; int ny = sy + dy[k], nx = sx + dx[k]; grid[sy][sx].status = cell_status::empty; grid[ny][nx].status = cell_status::player; } else if(c == 'B'){ int ny = sy + dy[k], nx = sx + dx[k]; if(range_out(ny, nx)) return -1; if(grid[ny][nx].status == cell_status::empty){ grid[ny][nx].status = cell_status::block; } else if(grid[ny][nx].status == cell_status::block){ grid[ny][nx].status = cell_status::empty; } else return -1; } else if(c == 'F'){ if(player.fire <= 0) return -1; player.fire--; int ny = sy + dy[k], nx = sx + dx[k]; while(!range_out(ny, nx)){ if(grid[ny][nx].status == cell_status::wall || grid[ny][nx].status == cell_status::block){ break; } if(grid[ny][nx].status == cell_status::enemy){ if(grid[ny][nx].e_pointer->destroyed) return -1; grid[ny][nx].status = cell_status::empty; grid[ny][nx].e_pointer->destroyed = true; break; } ny += dy[k], nx += dx[k]; } } return 0; } void StepTurn(Player &player, string &query){ Action(player, query); if(query[0] != '#'){ turn++; player.damage(CalcDamage(player.y, player.x, turn)); number_of_actions++; } ans.emplace_back(query); } void input(){ cin >> N >> D >> H; S.resize(N); for(int i = 0; i < N; i++) cin >> S[i]; enemy_number.resize(N, vector<int>(N, -1)); cin >> M; for(int i = 0; i < M; i++){ int y, x, d; cin >> y >> x >> d; enemy.emplace_back(y, x, d, i); enemy_number[y][x] = i; } grid.resize(N, vector<Cell>(N)); for(int i = 0; i < N; i++){ for(int j = 0; j < N; j++){ if(S[i][j] == '#'){ grid[i][j].status = cell_status::wall; } else if(S[i][j] == 'E'){ grid[i][j].status = cell_status::enemy; grid[i][j].e_pointer = &enemy[enemy_number[i][j]]; } else if(S[i][j] == 'K'){ grid[i][j].status = cell_status::key; } else if(S[i][j] == 'G'){ grid[i][j].status = cell_status::goal; } else if(S[i][j] == 'F'){ grid[i][j].status = cell_status::fire; } else if(S[i][j] == 'J'){ grid[i][j].status = cell_status::jewel; } else if(S[i][j] == 'S'){ grid[i][j].status = cell_status::player; } else{ grid[i][j].status = cell_status::empty; } } } } int main(){ //file_input(); //file_output(); input(); int sy, sx, ky, kx, gy, gx; for(int i = 0; i < N; i++){ for(int j = 0; j < N; j++){ if(grid[i][j].status == cell_status::player){ sy = i, sx = j; } else if(grid[i][j].status == cell_status::key){ ky = i, kx = j; } else if(grid[i][j].status == cell_status::goal){ gy = i, gx = j; } } } Player player(sy, sx, H); while(player.hp > 200 + D * 30){ string path = get_jewel(player); if(path.empty()){ cerr << "no jewel" << endl; break; } string action = DecideAction(path[0], player, turn); StepTurn(player, action); } //cerr << __LINE__ << endl; while(player.y != ky || player.x != kx){ string path_to_key = find_path(player.y, player.x, ky, kx); string find_key = DecideAction(path_to_key[0], player, turn); StepTurn(player, find_key); } //cerr << __LINE__ << endl; while(player.y != gy || player.x != gx){ string path_to_goal = find_path(player.y, player.x, gy, gx); string escape = DecideAction(path_to_goal[0], player, turn); StepTurn(player, escape); } cerr << "score = " << player.score << endl; cerr << "hp = " << player.hp << endl; cout << number_of_actions << endl; for(auto s : ans){ cout << s << endl; } return 0; }